wined3d: Properly check for glBlitFramebuffer().
[wine] / dlls / wined3d / pixelshader.c
1 /*
2  * shaders implementation
3  *
4  * Copyright 2002-2003 Jason Edmeades
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  * Copyright 2006 Ivan Gyurdiev
9  * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10  * Copyright 2009 Henri Verbeet for CodeWeavers
11  *
12  * This library is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU Lesser General Public
14  * License as published by the Free Software Foundation; either
15  * version 2.1 of the License, or (at your option) any later version.
16  *
17  * This library is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
20  * Lesser General Public License for more details.
21  *
22  * You should have received a copy of the GNU Lesser General Public
23  * License along with this library; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25  */
26
27 #include "config.h"
28
29 #include <math.h>
30 #include <stdio.h>
31
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35
36 static HRESULT  WINAPI IWineD3DPixelShaderImpl_QueryInterface(IWineD3DPixelShader *iface, REFIID riid, LPVOID *ppobj) {
37     TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
38
39     if (IsEqualGUID(riid, &IID_IWineD3DPixelShader)
40             || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
41             || IsEqualGUID(riid, &IID_IWineD3DBase)
42             || IsEqualGUID(riid, &IID_IUnknown))
43     {
44         IUnknown_AddRef(iface);
45         *ppobj = iface;
46         return S_OK;
47     }
48
49     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
50
51     *ppobj = NULL;
52     return E_NOINTERFACE;
53 }
54
55 static ULONG  WINAPI IWineD3DPixelShaderImpl_AddRef(IWineD3DPixelShader *iface) {
56     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
57     ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
58
59     TRACE("%p increasing refcount to %u\n", This, refcount);
60
61     return refcount;
62 }
63
64 static ULONG  WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface) {
65     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
66     ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
67
68     TRACE("%p decreasing refcount to %u\n", This, refcount);
69
70     if (!refcount)
71     {
72         shader_cleanup((IWineD3DBaseShader *)iface);
73         This->baseShader.parent_ops->wined3d_object_destroyed(This->baseShader.parent);
74         HeapFree(GetProcessHeap(), 0, This);
75     }
76
77     return refcount;
78 }
79
80 /* *******************************************
81    IWineD3DPixelShader IWineD3DPixelShader parts follow
82    ******************************************* */
83
84 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetParent(IWineD3DPixelShader *iface, IUnknown** parent){
85     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
86
87     *parent = This->baseShader.parent;
88     IUnknown_AddRef(*parent);
89     TRACE("(%p) : returning %p\n", This, *parent);
90     return WINED3D_OK;
91 }
92
93 static HRESULT  WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* impl, VOID* pData, UINT* pSizeOfData) {
94   IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)impl;
95   TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
96
97   if (NULL == pData) {
98     *pSizeOfData = This->baseShader.functionLength;
99     return WINED3D_OK;
100   }
101   if (*pSizeOfData < This->baseShader.functionLength) {
102     /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
103      * than the required size we should write the required size and
104      * return D3DERR_MOREDATA. That's not actually true. */
105     return WINED3DERR_INVALIDCALL;
106   }
107
108   TRACE("(%p) : GetFunction copying to %p\n", This, pData);
109   memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
110
111   return WINED3D_OK;
112 }
113
114 static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
115 {
116     DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
117             This->baseShader.reg_maps.shader_version.minor);
118
119     This->baseShader.limits.attributes = 0;
120     This->baseShader.limits.address = 0;
121     This->baseShader.limits.packed_output = 0;
122
123     switch (shader_version)
124     {
125         case WINED3D_SHADER_VERSION(1,0):
126         case WINED3D_SHADER_VERSION(1,1):
127         case WINED3D_SHADER_VERSION(1,2):
128         case WINED3D_SHADER_VERSION(1,3):
129             This->baseShader.limits.temporary = 2;
130             This->baseShader.limits.constant_float = 8;
131             This->baseShader.limits.constant_int = 0;
132             This->baseShader.limits.constant_bool = 0;
133             This->baseShader.limits.texcoord = 4;
134             This->baseShader.limits.sampler = 4;
135             This->baseShader.limits.packed_input = 0;
136             This->baseShader.limits.label = 0;
137             break;
138
139         case WINED3D_SHADER_VERSION(1,4):
140             This->baseShader.limits.temporary = 6;
141             This->baseShader.limits.constant_float = 8;
142             This->baseShader.limits.constant_int = 0;
143             This->baseShader.limits.constant_bool = 0;
144             This->baseShader.limits.texcoord = 6;
145             This->baseShader.limits.sampler = 6;
146             This->baseShader.limits.packed_input = 0;
147             This->baseShader.limits.label = 0;
148             break;
149
150         /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
151         case WINED3D_SHADER_VERSION(2,0):
152             This->baseShader.limits.temporary = 32;
153             This->baseShader.limits.constant_float = 32;
154             This->baseShader.limits.constant_int = 16;
155             This->baseShader.limits.constant_bool = 16;
156             This->baseShader.limits.texcoord = 8;
157             This->baseShader.limits.sampler = 16;
158             This->baseShader.limits.packed_input = 0;
159             break;
160
161         case WINED3D_SHADER_VERSION(2,1):
162             This->baseShader.limits.temporary = 32;
163             This->baseShader.limits.constant_float = 32;
164             This->baseShader.limits.constant_int = 16;
165             This->baseShader.limits.constant_bool = 16;
166             This->baseShader.limits.texcoord = 8;
167             This->baseShader.limits.sampler = 16;
168             This->baseShader.limits.packed_input = 0;
169             This->baseShader.limits.label = 16;
170             break;
171
172         case WINED3D_SHADER_VERSION(4,0):
173             FIXME("Using 3.0 limits for 4.0 shader\n");
174             /* Fall through */
175
176         case WINED3D_SHADER_VERSION(3,0):
177             This->baseShader.limits.temporary = 32;
178             This->baseShader.limits.constant_float = 224;
179             This->baseShader.limits.constant_int = 16;
180             This->baseShader.limits.constant_bool = 16;
181             This->baseShader.limits.texcoord = 0;
182             This->baseShader.limits.sampler = 16;
183             This->baseShader.limits.packed_input = 12;
184             This->baseShader.limits.label = 16; /* FIXME: 2048 */
185             break;
186
187         default:
188             This->baseShader.limits.temporary = 32;
189             This->baseShader.limits.constant_float = 32;
190             This->baseShader.limits.constant_int = 16;
191             This->baseShader.limits.constant_bool = 16;
192             This->baseShader.limits.texcoord = 8;
193             This->baseShader.limits.sampler = 16;
194             This->baseShader.limits.packed_input = 0;
195             This->baseShader.limits.label = 0;
196             FIXME("Unrecognized pixel shader version %u.%u\n",
197                     This->baseShader.reg_maps.shader_version.major,
198                     This->baseShader.reg_maps.shader_version.minor);
199     }
200 }
201
202 static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
203         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature)
204 {
205     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)shader->baseShader.device;
206     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
207     unsigned int i, highest_reg_used = 0, num_regs_used = 0;
208     shader_reg_maps *reg_maps = &shader->baseShader.reg_maps;
209     const struct wined3d_shader_frontend *fe;
210     HRESULT hr;
211
212     TRACE("shader %p, byte_code %p, output_signature %p.\n", shader, byte_code, output_signature);
213
214     fe = shader_select_frontend(*byte_code);
215     if (!fe)
216     {
217         FIXME("Unable to find frontend for shader.\n");
218         return WINED3DERR_INVALIDCALL;
219     }
220     shader->baseShader.frontend = fe;
221     shader->baseShader.frontend_data = fe->shader_init(byte_code, output_signature);
222     if (!shader->baseShader.frontend_data)
223     {
224         FIXME("Failed to initialize frontend.\n");
225         return WINED3DERR_INVALIDCALL;
226     }
227
228     /* First pass: trace shader */
229     if (TRACE_ON(d3d_shader)) shader_trace_init(fe, shader->baseShader.frontend_data, byte_code);
230
231     /* Initialize immediate constant lists */
232     list_init(&shader->baseShader.constantsF);
233     list_init(&shader->baseShader.constantsB);
234     list_init(&shader->baseShader.constantsI);
235
236     /* Second pass: figure out which registers are used, what the semantics are, etc.. */
237     hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
238             reg_maps, NULL, shader->input_signature, NULL,
239             byte_code, device->d3d_pshader_constantF);
240     if (FAILED(hr)) return hr;
241
242     pshader_set_limits(shader);
243
244     for (i = 0; i < MAX_REG_INPUT; ++i)
245     {
246         if (shader->input_reg_used[i])
247         {
248             ++num_regs_used;
249             highest_reg_used = i;
250         }
251     }
252
253     /* Don't do any register mapping magic if it is not needed, or if we can't
254      * achieve anything anyway */
255     if (highest_reg_used < (gl_info->limits.glsl_varyings / 4)
256             || num_regs_used > (gl_info->limits.glsl_varyings / 4))
257     {
258         if (num_regs_used > (gl_info->limits.glsl_varyings / 4))
259         {
260             /* This happens with relative addressing. The input mapper function
261              * warns about this if the higher registers are declared too, so
262              * don't write a FIXME here */
263             WARN("More varying registers used than supported\n");
264         }
265
266         for (i = 0; i < MAX_REG_INPUT; ++i)
267         {
268             shader->input_reg_map[i] = i;
269         }
270
271         shader->declared_in_count = highest_reg_used + 1;
272     }
273     else
274     {
275         shader->declared_in_count = 0;
276         for (i = 0; i < MAX_REG_INPUT; ++i)
277         {
278             if (shader->input_reg_used[i]) shader->input_reg_map[i] = shader->declared_in_count++;
279             else shader->input_reg_map[i] = ~0U;
280         }
281     }
282
283     shader->baseShader.load_local_constsF = FALSE;
284
285     TRACE("(%p) : Copying byte code.\n", shader);
286
287     shader->baseShader.function = HeapAlloc(GetProcessHeap(), 0, shader->baseShader.functionLength);
288     if (!shader->baseShader.function) return E_OUTOFMEMORY;
289     memcpy(shader->baseShader.function, byte_code, shader->baseShader.functionLength);
290
291     return WINED3D_OK;
292 }
293
294 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
295 {
296     WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
297     unsigned int i;
298
299     if (reg_maps->shader_version.major != 1) return;
300
301     for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
302     {
303         /* We don't sample from this sampler */
304         if (!sampler_type[i]) continue;
305
306         if (!textures[i])
307         {
308             ERR("No texture bound to sampler %u, using 2D\n", i);
309             sampler_type[i] = WINED3DSTT_2D;
310             continue;
311         }
312
313         switch (IWineD3DBaseTexture_GetTextureDimensions(textures[i]))
314         {
315             case GL_TEXTURE_RECTANGLE_ARB:
316             case GL_TEXTURE_2D:
317                 /* We have to select between texture rectangles and 2D textures later because 2.0 and
318                  * 3.0 shaders only have WINED3DSTT_2D as well */
319                 sampler_type[i] = WINED3DSTT_2D;
320                 break;
321
322             case GL_TEXTURE_3D:
323                 sampler_type[i] = WINED3DSTT_VOLUME;
324                 break;
325
326             case GL_TEXTURE_CUBE_MAP_ARB:
327                 sampler_type[i] = WINED3DSTT_CUBE;
328                 break;
329
330             default:
331                 FIXME("Unrecognized texture type %#x, using 2D\n",
332                         IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
333                 sampler_type[i] = WINED3DSTT_2D;
334         }
335     }
336 }
337
338 static const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
339 {
340     /*** IUnknown methods ***/
341     IWineD3DPixelShaderImpl_QueryInterface,
342     IWineD3DPixelShaderImpl_AddRef,
343     IWineD3DPixelShaderImpl_Release,
344     /*** IWineD3DBase methods ***/
345     IWineD3DPixelShaderImpl_GetParent,
346     /*** IWineD3DBaseShader methods ***/
347     IWineD3DPixelShaderImpl_GetFunction
348     /*** IWineD3DPixelShader methods ***/
349 };
350
351 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
352     UINT i;
353     IWineD3DBaseTextureImpl *tex;
354
355     memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set */
356     args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
357     args->np2_fixup = 0;
358
359     for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
360         if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
361         tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
362         if(!tex) {
363             args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
364             continue;
365         }
366         args->color_fixup[i] = tex->resource.format_desc->color_fixup;
367
368         /* Flag samplers that need NP2 texcoord fixup. */
369         if(!tex->baseTexture.pow2Matrix_identity) {
370             args->np2_fixup |= (1 << i);
371         }
372     }
373     if (shader->baseShader.reg_maps.shader_version.major >= 3)
374     {
375         if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
376         {
377             args->vp_mode = pretransformed;
378         }
379         else if (use_vs(stateblock))
380         {
381             args->vp_mode = vertexshader;
382         } else {
383             args->vp_mode = fixedfunction;
384         }
385         args->fog = FOG_OFF;
386     } else {
387         args->vp_mode = vertexshader;
388         if(stateblock->renderState[WINED3DRS_FOGENABLE]) {
389             switch(stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
390                 case WINED3DFOG_NONE:
391                     if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed
392                             || use_vs(stateblock))
393                     {
394                         args->fog = FOG_LINEAR;
395                         break;
396                     }
397                     switch(stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
398                         case WINED3DFOG_NONE: /* Drop through */
399                         case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
400                         case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
401                         case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
402                     }
403                     break;
404
405                 case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
406                 case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
407                 case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
408             }
409         } else {
410             args->fog = FOG_OFF;
411         }
412     }
413 }
414
415 HRESULT pixelshader_init(IWineD3DPixelShaderImpl *shader, IWineD3DDeviceImpl *device,
416         const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
417         IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
418 {
419     HRESULT hr;
420
421     if (!byte_code) return WINED3DERR_INVALIDCALL;
422
423     shader->lpVtbl = &IWineD3DPixelShader_Vtbl;
424     shader_init(&shader->baseShader, device, parent, parent_ops);
425
426     hr = pixelshader_set_function(shader, byte_code, output_signature);
427     if (FAILED(hr))
428     {
429         WARN("Failed to set function, hr %#x.\n", hr);
430         shader_cleanup((IWineD3DBaseShader *)shader);
431         return hr;
432     }
433
434     return WINED3D_OK;
435 }